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Thread: Talents [PEACH]

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    Default Talents [PEACH]

    Expanding upon what ToB had to offer, talents represent more combat options for any martial class. Their prerequisites are not feats, but rather relate to events.

    Upgrading a level in a talent requires an investment of skill points. Levels in a talent can provide anything. Talents also differ, depending on the martial class and have a BAB requirement that increases every few levels.

    NOTE: The fighter qualifies for all martial talents except ones that assume a prerequisite that the fighter isn't granted (ie. 'Rage'). Classes that aren't listed under 'most common classes' are not specified for the talent in question and cost twice the listed skill point requirement to advance a level in that talent.

    Grapple Talent
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    You combine grappling and any other fighting style into one finesse.

    Prerequisite for 1st level: Must have grappled at least three opponents.
    Most common classes: Barbarian, Reaping Mauler, Monk

    {table]Level| BAB Minimum| Skill Point Cost| Special
    1| +1| 2| Grapple Cover
    2| +1| 2| Grapple Fudge: Reflex
    3| +1| 2| Improved Grapple Cover
    4| +2| 2| Carry
    5| +2| 2| Grapple of Opportunity
    6| +2| 2| Don't fight it!
    7| +3| 2| Use Enemy
    8| +3| 2| Improved Use Enemy
    9| +3| 2| Fling Enemy
    10| +4| 2| Step of the Cobra's Jaw
    [/table]

    Grapple Cover

    Upon acquiring Grapple Cover, a successful grapple check means the character can choose to use their enemy as partial cover for one round. If the enemy is one size larger, they may use the creature as total cover.

    Grapple Fudge: Reflex


    If you fail a reflex save to avoid damage, but you happen to be grappling with an opponent at the time, you may attempt the reflex save again, with success indicating that the opponent takes half damage (and you take the rest) - note that the opponent takes damage even if they already made a reflex save to avoid that particular damage.

    If an opponent succeeded a grapple check against you, you must win in a grapple check against them as part of a move action next round to use this ability in the round in which the damage arises.

    Improved Grapple Cover

    When you choose to use an opponent as cover during a grapple, you may apply a shield bonus to yourself as if you were wielding a tower shield. You are encumbered by your opponent's weight however. Alternatively, you can choose to make the chance that an attacker attacks the opponent you are grappling with when trying to hit you increase by 25% instead of the shield bonus applying - however an attacker whom chooses to take 'extra care' in not hitting whoever you are using as a shield instead forces you to apply the tower shield bonus.

    Carry

    When making a grapple check to move with an opponent you are grappling, you may move at your full speed.

    Grapple of Opportunity

    When granted an attack of opportunity against an opponent, you may make a grapple check versus that opponent instead. This special grapple does not provoke attacks of opportunity from anyone.

    Don't Fight It!

    When making a successful grapple check to hold an opponent, the opponent cannot make any checks to perform any action against you other than resist or escape being grappled. Additionally, the opponent suffers a further -4 penalty to concentration checks while being held.

    Use Enemy

    With a successful grapple check to move with the enemy, you may use them as if they were a two handed weapon you are proficient in.

    {table]Size of Enemy| 2h Weapon Damage
    Small| 1d6 Bludgeoning
    Medium| 1d10 Bludgeoning
    Large| 2d8 Bludgeoning
    Huge| 4d6 Bludgeoning
    Colossal| 4d8 Bludgeoning[/table]

    The enemy and any other enemies you attack are dealt the same damage. Alternatively, you can slam the enemy against obstacles to damage them (or the object), but only if there is a free space that you aren't occupying.

    The enemy has a -4 penalty to resist being grappled while this ability is being used, however you cannot use 'Don't Fight It!' while you are using this ability.

    Alternatively, the enemy can be used as an object. If the enemy floats, ie., they can be used as raft over lava.

    Improved Use Enemy

    Assuming an enemy you are grappling with fails their concentration check to cast a spell, you may use them to make the spell work anyway, but at your discretion. The spell can target either the enemy or another creature of your choice.

    NOTE: You do not know what the spell is until it is cast! So you must choose what it targets before being informed what it is. Alternatively, you can simply allow the spell to fail.

    Fling Enemy

    Upon a successful grapple check to hold an enemy, you may fling them up to your maximum throwing distance without any penalty for range. Assuming the enemy arrives at the right target space, whoever occupies that space must make a reflex save versus the attack roll made by the thrower or a fortitude save versus the thrown victim's flatfooted AC + HD (whichever is higher) or fall prone and take damage equivalent to the enemy's size in the table above (for using enemies as weapons). For fortitude saves, a victim occupying the space that a thrown enemy will land upon receives a +4 bonus for every size category larger than the thrown opponent they happen to be or a -4 penalty for every size category smaller than the thrown opponent they happen to be.

    Also note that thrown enemies occupy space as normal according to their size, and so the target space is in addition to any other number of spaces that are affected as appropriate to their size (the target space always must occupy such an area).

    Step of the Cobra's Jaw

    By sacrificing a 5ft. step for a round, you may grapple as a free action for the same round.


    Aid Another Talent
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    {table]Level| BAB Minimum| Skill Point Cost| Special
    1| +1| 2|
    2| +1| 2|
    3| +1| 2|
    4| +2| 2|
    5| +2| 2|
    6| +2| 2|
    7| +3| 2|
    8| +3| 2|
    9| +3| 2|
    10| +4| 2|
    [/table]


    Defensive Fighting Talent
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    Prerequisite for 1st level: Must have hit any number of enemies at least five times while fighting defensively.
    Most common classes: Sword Sage, Psychic Warrior, Rogue

    {table]Level| BAB Minimum| Skill Point Cost| Special
    1| +1| 2| Parry
    2| +1| 2| Pincer/Upset
    3| +1| 2| Kickback
    4| +2| 2| Buckled Up
    5| +2| 2| Anticipated Dodge
    6| +2| 2| Strike Low
    7| +3| 2| Defense Mastery
    8| +3| 2| Uber Parry
    9| +3| 2| Parrying Dance
    10| +4| 2| Boggling Defense
    [/table]

    Parry

    By sacrificing your dodge and DEX bonuses to AC for one round, you may make an attack roll when an opponent rolls to attack you once in the given round. If your attack is equal to or higher than the opponent's attack roll, then the attack is considered 'parried' and does not affect you. The opponent can choose to sunder your weapon however in this way with a bluff check against you (matched by your sense motive), but only if you beat the roll.

    Special: If you have 'sweep' as listed under the 'disarm talent' lineage, then you may make a disarm attempt on a parry.

    Pincer/Upset

    If you have 'two weapon defense' as the feat and are wielding a weapon in each hand, then you may make one attack that rolls damage with the assumption that both weapons hit at a -2 penalty - but only after succeeding on a parry in the previous round.

    Otherwise, this ability allows you to double your critical threat range on the next round with a given weapon with a -2 penalty to hit, assuming you parried in the previous round.

    Kickback

    While fighting defensively, you may make up to one unarmed attack without provoking an attack of opportunity. Assuming it succeeds, you may make one additional 5ft. step in a round that guides you in any direction (including elevation), except through impossible obstacles (such as ceilings or floors). This special 5ft. step also allows you to move into the space that an enemy is occupying. If the 5ft. step would elevate your character, they may still move while elevated by way of making a jump check (usually using the enemy as placement for their feet or a nearby obstacle) at no penalty. Finally, this special 5ft. step does not restrict other movement for the given round (while the other one does).

    Buckled Up

    You no longer suffer any associated penalties for having a buckler strapped to your arm and wielding a weapon with the same limb.

    Anticipated Dodge

    If you have the dodge feat, and you spend one round devoted to total defense during which the opponent attacks and misses you, you may apply the bonus to AC received from total defense as a dodge bonus against that specific enemy for the next round without having to be in total defense for that round - dodge also applies to the specified enemy for that round.

    Without the dodge feat, you must make a sense motive check versus the enemy's attack roll divided by 2.

    Strike Low


    If the enemy has attacked you and missed during a round in which you have lingered in total defense, you may attack them once at your full base attack bonus during the next round while still in total defense. You may also perform a feint as a free action, however failure means you lose the benefits of total defense for the next round.

    Defense Mastery


    While fighting defensively, your weapon becomes a shield. One handed weapons are heavy shields, light weapons are bucklers and two handed weapons are tower shields for as long as you fight defensively. If you successfully feint the enemy, you may fight in this way without fighting defensively too for an additional number rounds equal to your BAB, as long as you are not engaging other foes (besides the one you feinted).

    Uber Parry

    You may now make parry attempts as many times as you like in a given round.

    Parrying Dance

    For each successful parry, you are granted an additional 5ft. step for that round that may be performed without limiting other movement as a normal 5ft. step does.

    Boggling Defense


    For every parry, you may force the enemy to make a FORT save with a DC equivalent to your AC. Failure means rolling 1d4.

    {table]Roll|Effect
    1| Confused 1d4 rounds
    2| Dazed 1d4 rounds
    3| Sickened 1d4 rounds
    4| Stunned 1d4 rounds[/table]


    Tumble Talent
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    {table]Level| BAB Minimum| Skill Point Cost| Special
    1| +1| 2|
    2| +1| 2|
    3| +1| 2|
    4| +2| 2|
    5| +2| 2|
    6| +2| 2|
    7| +3| 2|
    8| +3| 2|
    9| +3| 2|
    10| +4| 2|
    [/table]


    Climb Talent

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    {table]Level| BAB Minimum| Skill Point Cost| Special
    1| +1| 2|
    2| +1| 2|
    3| +1| 2|
    4| +2| 2|
    5| +2| 2|
    6| +2| 2|
    7| +3| 2|
    8| +3| 2|
    9| +3| 2|
    10| +4| 2|
    [/table]


    Trip Talent
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    {table]Level| BAB Minimum| Skill Point Cost| Special
    1| +1| 2|
    2| +1| 2|
    3| +1| 2|
    4| +2| 2|
    5| +2| 2|
    6| +2| 2|
    7| +3| 2|
    8| +3| 2|
    9| +3| 2|
    10| +4| 2|
    [/table]


    Disarm Talent
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    {table]Level| BAB Minimum| Skill Point Cost| Special
    1| +1| 2|
    2| +1| 2|
    3| +1| 2| Sweep
    4| +2| 2|
    5| +2| 2|
    6| +2| 2|
    7| +3| 2|
    8| +3| 2|
    9| +3| 2|
    10| +4| 2|
    [/table]


    Bluff Talent
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    {table]Level| BAB Minimum| Skill Point Cost| Special
    1| +1| 2|
    2| +1| 2|
    3| +1| 2|
    4| +2| 2|
    5| +2| 2|
    6| +2| 2|
    7| +3| 2|
    8| +3| 2|
    9| +3| 2|
    10| +4| 2|
    [/table]


    Rage Talent
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    {table]Level| BAB Minimum| Skill Point Cost| Special
    1| +1| 2|
    2| +1| 2|
    3| +1| 2|
    4| +2| 2|
    5| +2| 2|
    6| +2| 2|
    7| +3| 2|
    8| +3| 2|
    9| +3| 2|
    10| +4| 2|
    [/table]


    Shield Talent
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    You can fight better with a shield.

    Prerequisite for 1st level:

    Most common classes:

    {table]Level| BAB Minimum| Skill Point Cost| Special
    1| +1| 2|
    2| +1| 2|
    3| +1| 2|
    4| +2| 2|
    5| +2| 2|
    6| +2| 2|
    7| +3| 2|
    8| +3| 2|
    9| +3| 2|
    10| +4| 2|
    [/table]
    Last edited by imp_fireball; 2009-07-31 at 02:28 AM.